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using UnityEngine;
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using Unity.Collections;
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using Pathfinding.Jobs;
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namespace Pathfinding.Graphs.Grid.Jobs {
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/// <summary>
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/// Checks if nodes are obstructed by obstacles or not.
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///
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/// See: <see cref="GraphCollision"/>
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/// </summary>
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struct JobCheckCollisions : IJobTimeSliced {
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[ReadOnly]
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public NativeArray<Vector3> nodePositions;
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public NativeArray<bool> collisionResult;
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public GraphCollision collision;
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int startIndex;
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public void Execute () {
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Execute(TimeSlice.Infinite);
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}
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public bool Execute (TimeSlice timeSlice) {
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for (int i = startIndex; i < nodePositions.Length; i++) {
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collisionResult[i] = collisionResult[i] && collision.Check(nodePositions[i]);
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if ((i & 127) == 0 && timeSlice.expired) {
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startIndex = i + 1;
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return false;
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}
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}
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return true;
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}
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}
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}
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